Heart of Light
Enchantment — Aura
Enchant creature (Target a creature as you play this. This card enters the battlefield attached to that creature.)
Prevent all damage that would be dealt to and dealt by enchanted creature.
Printings View all
|Tenth Edition (10E)||Common|
|Betrayers of Kamigawa (BOK)||Common|
Combos Browse all
|Commander / EDH||Legal|
Heart of Light Discussion
6 months ago
Thank you all for your responses!
TypicalTimmy — I was unclear about format; I apologize. I've updated the original post to specify 60-card constructed. These decks I'm designing are for my family, who are all just learning. At some point I'd like to convert them into EDH decks, but I don't want to overwhelm them with the inherent complexity of EDH just yet!
I agree with you about blocking. I'd prefer something that works not only when they're attacking, but if I'm on the defense as well. That said, Protection does have the downside of requiring instant speed, due to how Protection interacts with "all creatures able to block do so". It also doesn't work as well against multicolored decks if it's Pro [color], whereas it doesn't protect against non-creature threats in the case of Spare from Evil . But otherwise, it's probably the strongest, because it grants effective Hexproof and Unbockable in addition to damage prevention.
I agree about Regenerate, too. I was leaning away from it due to having to pay each time.
Demarge — I would agree with you in an EDH game, where you'll have fewer combats but bigger swingy ones. But if my son sits down with me one-on-one with a basic 60-card deck, I'd want this deck to be able to stay viable through multiple combats. One way that'll happen is by having a Lure and a couple other creatures, and slowly chipping away at the opponent's life total. But if the Lure dies in the first combat, that strategy won't work. I could include a critical mass of Lures to ensure there's always one in hand to replace one that died.... but that would take just as many, if not more, slots as adding in protection.
And if the whole family plays a multiplayer game, you don't want your Lures dying, because you actually want to slowly accrue them until you have one per opponent.
1 year ago
casual multiplayer deck here. usually games of 4-5 players. hit me up with some of those suggestions if you have any.
land tutoring obviously Evolution Charm if needed
1 year ago
Is there a reason you don't run Heart of Light at least in the side board as it will negate damage based targeted removal for the same cost as the possession
3 years ago
Spider umbra is definitely more of a sideboard card. And, a sideboard can only consist of 15 cards...you have 28. Hero of Iroas is completely useless, because you are practically playing 1 cmc auras that have a color identity, thus you will not benefit at all from Hero of Iroa's ability.
Not only that, but as a person who uses auras a lot, you have literally picked some of the worst auras for your mainboard, while putting many actually good ones into your sideboard.
Some very interesting and useful auras are Armored Ascension, Daybreak Coronet, Keen Sense, Pariah+Indestructibility....or a cheaper variation Heart of Light, for pure raw power Boar Umbra, To make one of your creatures into a seriously heavy hitter Battle Mastery, Luminous Wake for more survivability. Rancor should definitely be mainboard. Mantle of Webs is better then Spider Umbra.
3 years ago
3 years ago
Stalwart Shield-Bearers gives huge boosts to your walls. Then if you use Palace Guard and Heart of Light you have a giant impervious wall. Although you could always swap out Palace guard for Pariah and attach them to whatever creature you want for the same effect essentially.
4 years ago
one thing that will improve the quality of the deck drastically is to not use so many unique creatures instead of 24 different creatures stick to about 8 and just use 4 of each copy.just noticed Kitsune Mystic get more of those for a sideboard, imaging facing another enchant deck and stealing literally all their aura's for very low amounts of mana. kick the card count down to 60, and try running 21 lands (with 60 cards), take out karn since his final ability doesn't give you your aura's back and it literally takes up half the cost of the entire deck. you definitely need 4 Sunbond's, 4 Gift of Immortality's, 4 Ethereal Armor's. i also recommend 4 Hopeful Eidolon's to activate sunbond. if your deck is going to be super reliant on Heart of Light then get more of it but since its not likely to get out and has to get out with Hundred-Handed One or Guardian of the Gateless its a pretty bad card. While Sigil of the Empty Throne is nice it's usefulness is limited since it come out of turn 5 and at that point you should already be winning if you're going to win